During the week of
Halloween this year, I played Silent Hill 1-4.
When I was a
teenager, I loved playing all four games (one Silent Hill a day) for
four days straight during summer breaks from school.
I have played these
games so many times it's ridiculous.
After writing about
my impressions of the upcoming Silent Hills as well as just finishing
these games for the umpteenth time, I thought I would write a blog on
each game.
I also hope to write
plot analyses of the games in the near future.
I will write about
the western Silent Hill games soon when I get the chance to play them
again.
As for now, I will focus on the original four games starting with the first Silent Hill.
As for now, I will focus on the original four games starting with the first Silent Hill.
In this post, I will
give some information on Silent Hill 1, I will briefly talk about my
experience with the game, and provide my of review for it.
I will also not
provide many plot details in case someone who has not played Silent
Hill reads this review.
Silent Hill was
released for the original PlayStation in 1999, and published by
Konami.
It was developed by
a creative team at Konami Computer Entertainment Tokyo (KCET) that
Silent Hill fans call Team Silent.
According to the
short Making of Silent Hill video (I will post the link below), Team
Silent had 15 people working on Silent Hill including Keiichiro
Toyama (Writer and Director), Hiroyuki Owaku (programmer; writer of
SH2&3), Masahiro Ito (creature designer), Takayoshi Sato
(character designer & CGI creator), and Akira Yamaoka (sound
director & music).
In an article from
Polygon (I will also post the link below), Toyama says that he was
influenced by stories of occults and UFOs, and David Lynch films in
creating Silent Hill.
He did not think the
game could be considered horror, and was surprised when people that
played it found it scary.
It is definitely a
scary game, and the start of a wonderful series.
Silent Hill is the
game that not only made me a big fan of this and the next three
games, but it got me into the survival horror genre.
I received Silent
Hill as a Christmas gift a year or two after it was released.
I was around 12-13
at the time, and I was too scared to play it.
A family member
ended up playing it first so I watched them play.
Just watching the
game being played made me uncomfortable.
I would close my
eyes or hide behind a pillow when I thought something bad would
happen.
One scare in
particular scared us half to death.
I will not say which
one it was in case anyone reading this has not played Silent Hill.
It took me a long
time to play the game myself.
I would start playing it, but I would get too scared and shut it off.
I would start playing it, but I would get too scared and shut it off.
After a few tries, I
finally built the courage to play the entire game.
The game still made
me uncomfortable, and I would have to take breaks from being scared.
Once I finished the
game, I realized how much I enjoyed it.
Not only was it very
successful at scaring me, but it was very fun to play.
The story was
intriguing even though I did not understand what was happening at
time, and what exactly the nightmare was due to the story being
presented like a puzzle.
The fact that the
story was not easy to follow made me even more fascinated with Silent
Hill.
I didn't replay the
first game until after I played Silent Hill 3.
After playing Silent
Hill 4, I played Silent Hill 1 and its sequels over and over because
I enjoyed them so much.
That is my
experience with Silent Hill 1, and now I will give my review of the
game.
The game itself
plays very similarly to old school Resident Evil.
Like Resident Evil,
Silent Hill uses tank controls.
Tank controls is the
term used for a control scheme in which the directional buttons move
the character in the same direction no matter the camera angle.
Up on the d-pad/left
analog stick always moves the character forward, down moves the
character backward, and so on.
Some people hate
tanks controls.
I found them to be
difficult at first as well.
Once I got used
them, I realized how well they work especially in a game where the
camera angles are constantly changing.
The only problem I
still have is that Harry (the character you control) seems a little
difficult to control when he's running.
He always seems to
hit the walls when I have him run.
Due to this, I only
have Harry run when he's in the streets of Silent Hill, or I'm trying
to get away from enemies.
The camera angles
give the game a cinematic feel.
At some points such
as running down a street or a hallway, the camera angle can be
switched to move behind Harry by pressing L2 on the default control
layout.
Other times, the
camera will be fixed on a door, an object, or just to show the player
which direction to go.
Nowadays, most
games have button prompts to tell players which door to open and what
items can be taken.
I think using camera angles is a more artistic way of showing players where to go and important items to pick up.
I think using camera angles is a more artistic way of showing players where to go and important items to pick up.
Silent Hill has
combat, which involves using firearms and melee weapons to kill
monstrous enemies.
To fight enemies,
the player holds R2 to draw the weapon equipped, and presses the X
button shoot (if a firearm is equipped) or strike the enemy (if a
melee weapon is equipped).
Harry also carries a
flashlight and a radio.
The flashlight helps
Harry and the player see in the darkness, and the radio emits static
when enemies are nearby.
It's very hard to
see anything in the thick fog or when the town is dark.
When it is dark and
the flashlight is off, Harry cannot see to look at a map, unlock a
door, or pick up an item.
But, having the
flashlight on can attract enemies to Harry.
The radio lets the
player know when enemies are close even though they can't be seen.
Not only does this
alert the player to be prepared, but the radio static itself can
become frightening because the player knows that a monster that can't
be seen is getting close.
Not being able to
see what is coming close to you is very frightening.
There are no HUDs
(Heads Up Displays).
Everything including
Harry's health indicator, weapons, items, and options is in a pause
menu inventory.
That's one of the
things I love about the gameplay in Silent Hill.
There is nothing on
the screen to distract players.
The only downside is
that you have to remember to check your health status especially if
Harry has been hit a few times.
I remember some
people claiming that Silent Hill is a rip-off of Resident Evil.
I never understood
that claim because Silent Hill is nothing like Resident Evil.
The only thing that
Silent Hill has that is similar to Resident Evil is gameplay with the
tank controls, camera angles, no HUDs, and pause menu inventory.
Silent Hill was
using the gameplay standard at the time set by Resident Evil, and it
was used by many other horror games during the 5th and 6th console
generations.
That does not make
Silent Hill a rip-off of Resident Evil.
Silent Hill and
Resident Evil have more differences than similarities.
A big difference is
that Silent Hill focuses more on psychological horror than survival
horror.
Resident Evil is
survival horror due to limitations in health items, ammunition, and
inventory space.
The items you can't
carry with you (which will be a lot) can be kept in item boxes
throughout the game.
It makes players
think about what items they should have with them.
Silent Hill is
categorized as survival horror, and you do have to worry about dying.
But, it is more
focus on psychological horror.
There are an
abundance of health items.
If you play hard
mode, though you might be using more of those health items.
Ammunition is not
too much of a worry unless, again, you play hard mode, and you don't
increase the ammo count in the extra options menu.
There are several
melee weapons such as the kitchen knife, steel pipe, etc.
Of course using
melee weapons means that you have to come in close range with
enemies, which can lead to Harry taking more damage.
The inventory space
in Silent Hill is unlimited.
There is no place to
store items nor is there a need to because Harry carries everything.
That does seem
unrealistic, but so does Jill or Chris carrying weapons, herbs, and
other items in their pockets.
Silent Hill is more
psychological horror due to the atmosphere, sound effects, and
horrifying environments.
Jump scares are few
and far between.
It is more about
constantly anticipating something to happen.
The music and sound
effects can make players feel on edge.
It plays on the
fear of the unknown.
For example, a crash may be heard that can scare players (scared me the first few times), but you have no idea where the noise came from or what caused it.
For example, a crash may be heard that can scare players (scared me the first few times), but you have no idea where the noise came from or what caused it.
The environments are
always shifting from normal (fog and snow) to dark to nightmare, and
the cycle repeats.
The shifting in the
environment makes it seem unpredictable especially during the first
playthrough.
It usually takes
something to trigger the shift such as when Harry uses three keys to
unlock the backdoor of a house, and the town becomes dark when he
goes through the door.
I found the
nightmare to be very disturbing with the blood and rust walls, grated
floors, and disfigured bodies.
It made me want to
get the hell out.
Harry questions
reality throughout the game, and it makes players question what is
real and what is just a dream.
There is a lot to
the storyline of Silent Hill.
I will save most of
the details for my plot analysis.
It begins with Harry
driving his daughter Cheryl to the resort town of Silent Hill for a
vacation.
A female motorcycle
cop passes Harry on the highway to the town.
Moments later, Harry
passes the cop's abandoned motorcycle, and the cop is nowhere to be
found.
He then sees what
looks to be a person walking in the road, and Harry turns the wheel
in a panic causing the jeep they're in to run off the road.
He later wakes up,
and finds that Cheryl is gone.
He goes to look for her in the foggy town of Silent Hill.
He goes to look for her in the foggy town of Silent Hill.
Lastly, the game has
good replayability.
There are three
difficulty levels: easy, normal, and hard.
There are five
endings to achieve depending on players' actions during the game.
A statistics results
screen is shown after the credits giving the players a star rating
based on the time it took to beat the game, number of deaths, endings
achieved, etc.
The statistics can
be an incentive for players to attain a better star rating.
Afterwords, players
can save their results to play Next Fear on their second playthrough.
Next Fear has extra
items and weapons based on the endings accomplished.
It's also the next
level up in difficulty.
If a player plays on
easy the first playthrough then Next Fear will be on normal, and so
forth.
I think the
puzzle-like presentation of the storyline adds to the replayability
as well.
It certainly made me
replay it over and over so I could I figure out the story through
character dialogue, memos, and images within the game.
I think this is a
great place to end the review.
I love Silent Hill.
I don't have
anything bad to say about the game.
The only criticism I
have is the clunky controls with Harry running into walls at times,
but the next two games improve on it.
I have the played
the game so many times that I'm not scared of it anymore, but I still
love the game due to the creativity of Team Silent.
I don't like giving
number ratings so I won't do that.
I will say that
anyone who loves horror games and especially Silent Hill, Silent Hill
1 is definitely worth keeping forever.
For anyone who has
never played Silent Hill 1, but has played other Silent Hill games or
liked the Silent Hills P.T. demo then don't hesitate to buy a used
copy.
A digital version is
also available for PS3 and PSP through the PlayStation Store for $6.
Making of Silent Hill 1
https://www.youtube.com/watch?v=HoIJ2EzUtpo
Silent Hill Creator Discusses How He Joined the Game Biz
http://www.polygon.com/2013/10/30/5048140/silent-hill-creator-discusses-how-he-joined-the-game-biz-and-why
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